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Rules 1 - The board Game

Contents Components...... 3 Additional Rules...... 22 Basic Principles...... 6 • Requisition and Starting Cards...... 22 • Cards...... 6 • Weapons...... 22 • Trigger and Reaction Markers...... 7 • Attack Effects...... 22 • Target Priority...... 8 • Backup Agents...... 23 • Agent Boards...... 9 • Other Counters...... 24 • Damage...... 10 • Scenery...... 25 • Making Tests...... 11 The Confrontation...... 26 • The Game Board...... 12 Cases...... 28 Playing the Game...... 14 • Game Setup...... 28 • Enemy Phase...... 14 Quick Reference...... 32 • Minion Behaviour...... 15 • Agent Phase...... 16 • Actions...... 16 • Rest Phase...... 19 • Taking Time...... 19 • Doom Phase...... 20 • End Phase...... 20

Credits Game Design: James M Hewitt & Wheatley, Matt Williams, Sophie Windatt, Andrew Sophie Williams Withers, Neal Withers, Steve Yates Editing: Stewart Gibbs Finally, thank you to everyone who gave anonymous feedback on the Hellboy beta rules! Playtesting: Matt Adlard, Duncan Aldis, James Askins, Amy Atherton, Phillip Atherton, Richard Graphic Design: Duncan Aldis, Room 17 Games August, Mark Berrecloth, Benjamin Blaque, Component Art: Andy Burdis, Rob Burman, Chris Caesar, Rob Duncan Aldis, Room 17 Games Carr, Martyn Chate, Kyle Cherry, Sean “Dicko” Sculpting: Barruz Studio, MKUltra Studio, Luigi Dickens, Hannah Dobbs, Dungeonpunxxx, Jordan Terzi Eldred, Elvis Fisher, Stewart Gibbs, Matt Gilbert, Robert D. Griffin, Matt Hanger, Jon Hickey, Painting: Studio Giraldez Richard Hunter, David Hurn, Matt Hobday, Pete Photography: Ben Sandum Livesey, David Mackay, Andy Meechan, James Mitchell, Franx Moore, Edwin Moriarty, Oliver Dark Horse: Katii O’Brien, Michael Gombos, Morris, Juozas Parazinskas, Martin Penneck, Jenny Blenk, Maria Saracino-Lowe, Nick Gary Powell, Ronnie Renton, Josh Roberts, Jordan McWhorter Rowe, Tom Saunders, Jeff Scarisbrick-Wright, Hellboy and B.P.R.D. are ™ & © . Abe Katie Shotton, Elliot Stubbs, Sunny, Oliver Sapien, Liz Sherman, and all other prominently featured Swales, David Symonds, Robert Taylor, Daniel characters are trademarks of Mike Mignola. Telfer, Martin Thirlwell, Daniel Wheatley, Derek

2 Welcome to the B.P.R.D., kid. That’s the Bureau for Paranormal Research and Defence, if you wanna be fancy. Guess what? Your life just got a whole lot weirder… Hellboy: The Board Game lets you step into the shoes of a B.P.R.D. field team. Government agents tasked with investigating and tackling threats, you’ll be hunting monsters, searching ancient crypts and halting cataclysmic rituals in the nick of time. One to four players team up against the game, each taking control of a skilled B.P.R.D Field Agent. Each Agent has their own strengths and weaknesses, and only by working together will you have a chance of completing your investigation and making it back to base. What are you waiting for? Strap on your sidearm, requisition a holy relic and let’s hit the road…

STOP! Before you read this rulebook, it’s recommended that you play through the Tutorial, which is found in the separate eight-page booklet. It’s much easier to learn the game after playing through a couple of rounds! Box Contents The following pages list the various components you’ll find in the core set. Miniatures In Hellboy: The Board Game the heroes, villains and monsters are represented by plastic miniatures. There are three types: B.P.R.D. Field Agents (referred to in the rules as Agents), Minions and Bosses. The term Enemy is used to refer to a Minion or Boss, and the term character is used to refer to an Agent, Minion or Boss (in other words, any miniature). If a rule says “this affects all Enemies in the room”, it means that all Minions and Bosses in the room are affected. If it says “this affects all characters in the room”, it means that all Agents, Minions and Bosses in the room are affected.

Enemy Bosses B.P.R.D. Field Agents

Hellboy Abe Sapien Liz Sherman Rasputin Giant Frog The Tentacles Monster of Sadu Hem Enemy Minions

Rampaging Venomous Armed Frog Transforming Frog Swarms Frog Monster Frog Monster Monster Frog Monster x3 x3 x3 x3

3 Components

Room Tile (1 area) x1

Doors x12 Room Tile (2 areas) x6 Room Tile (4 areas) x5

Trigger markers (Red) x6 Point of Interest Clue counters Reaction markers (Black) x6 counters x3 x10

Information Starting Area Scenery x9 Impending Doom Gathered Target Priority counter x1 marker x1 marker x1 markers x4

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i ii 10 iii iv v 11 vi vii viii 1 2 9 iX x xi xii 3 8 12 0 1 2 3 4 5 6 4 7 7 6 5 13 8 14 25 19 ^ 18 13 14 15 9 20

24 17 ^ 15 16 12 10

23

22 21 11

^ ^ ^ ^ ^ CASE FILES

^

^

^ ^ ^

^

Behaviour Deck ^

^

^ ^ ^ ^ ^

A D c B B c A D

HQ Board / Confrontation Board

4 nique Actions U Starting Card Stoke the Fire Starting Card Requisition Card Advance the Living Flame tracker by 1 or 2. ut of Ammo!ellboy’s tun Liz O H EQUISITIONS Flame Blast Pistol R Grenade 1 Sherman Ranged Weapon. This attack pecial Rules inflicts fire damage, and adds S the Living Flame level to the testnique Actions Volatile score. After the attack, reduceU the Living Flame tracker by 1. Taunt RELOAD this weapon (flip Advance the Living Flame Immolate Ranged Weapon. If the the card) by spending an Hellboy Move Hellboy’s marker target is hit, it suffers 5 Ranged Weapon. Do test. not tracker when Liz suffers any action cube, or for free to the front of the target additional damage. make a SHOOT damage from an attackpecial or Rules Put an inferno in Liz’s area and when the Agents take S priority queue. instead, each character other source. If it advances time. Flip this card after use. in the target area is Seen It All Before each adjacent explored area, then to a red space, advance it a die. Each other character Big Right Hook stunned. Once per round, when Hellboy roll a second time. in Liz’s area suffersMake fire a damageFight action. If you hit, Discard after use. spends an action cube to equal to the scorethe plus target the Living suffers 3 additional Fireproof upgrade a test die on an Flame level. Each character in an Liz never suffers fire damage, damage and is stunned and EXAMINE test for himself adjacent area suffers fire damage and ignores the effects of hurled. or another Agent, upgrade two equal to the score alone. After the Starting cards x8 Requisition cards x20 infernos. dice rather than one. attack, reduce the Livingtracker FlameThrow by 2. Furniture Focus Fire Resistant Remove a piece of scenery in Hellboy’s area, then7 pick a visible When using FlameHellboy Blast, never spend suffers more Enemy within 2 areas. That a result to thanmove one the Livingfire damage from a Enemy is stunned, and suffers Flame markersingle cube toattack any space or effect. Starting Cards before resolving the attack. damageLiz’s Sidearm equal to the scenery’s Shake it Off sizeLiving plus Flame the roll of a die. Backup Agent When testing FIGHT , spend ate Backup Agent a result to heal two damage. K Corrigan 10

Starting Cards Health Hellboy’s Pistol 5 Deep Pockets 3 When Corrigan assists when the agents on an TestExamine Take Time. On a score of action, upgradeinstead3-5, advancetwo of diceone. information gathered. On 6+, itadvance twice. Backup Agent Agent boards x4 Direct Support Remote Support counters x4 Backup Agent cards x4

Effect Die x1 Marker Cubes x12 Base Clips x4

Damage markers x27 Action Cubes x12

Insight markers x8 Test Dice x12 Inferno counters x9 Enemy Damage markers x18 K CarelessnessDeck of AMPAGING Causes Fire R FROG MONSTERSEnemies Minion, Frog, Brawler oom RESILIENCE MOVE NCOUNTER D 2 1: Frog Swarm 2 E RANGE HEALTH 6 0 2: - MELEE RANGED ATTACK ATTACK Bookcase 0 5 3: is rolled Minion D Advance the Impending Doom track. Paralysing Tongue: If 4: Then use Target Priority to choose when testing DEFENCE against Destruction an Agent. Put an Inferno in that this Enemy’s attacks, the target Agent’s area. If their area already agent discards an action cube (in contains an Inferno, the chosen addition to the normal effects Agent suffers 1 damage instead. counters x6 of a result). F

Deck of Doom cards x27 Enemy cards x4 Encounter cards x42 Deck of Doom Setup: The Deck of Doom consists of all cards with these icons: B.P.R.D.depending CASE on FILE K L N Agents#126779 used > hrow Agent Encounter Deck"Eviction Setup: Notice" IANT FROG Frogs, like snakes, scorpions, ravens and T T , 2 R 2 Agents: 1 black cats, are traditionally considered G MONSTER nemies oss = 3 Agents: 1 T , harbingers2 of doom. This is borne out by E ehaviour folk= tales such as one from , which 4 Agents: 1 R , 2 Boss, Frog BB sees a man's prayer for eternal life ruined Agents in Boss’ area: MOVE RESILIENCE by a frog who sees a bleak future for his own 4 The Boss hurls an Agent in its area Board Layout:species should man flourish. 2 (use target priority if necessary). It's no coincidence, then, that the chief RANGE This must be into an area containing HEALTH Startingminions of the Ogdru-jahad are the "Frog other Agents if possible. The hurled Area 1 Monsters". These amphibian hybrids are able 20 > Agent, and each Agent in the area to shape-shift, taking the forms of men to MELEE they are hurled into, is stunned. RANGED ; further their never-ending quest to bring ATTACK ATTACK about the end of the world as we know it. 6 8 A Otherwise: One of our field teams has cornered Discard this card and draw another. a particularly large specimen in an underground crypt. Agents are to report to Big Guy: This Enemy takes up the space of the scene and deal with this threat before it three characters in its area. It cannot be escapes. Stunned. Hard Hitter: If an Agent suffers 4 or more damage from this Enemy’s Melee attack, Challenge Rating: Easy O they are also Stunned. Discard this cardDuration: after placing Short Encounter Cards. 1 of 5 Deadly: An Agent who Evades this Enemy suffers 2 damage instead of 1.

Case File decks x6 Boss cards x4 Boss Behaviour cards x16

5 Basic Principles Overview A game of Hellboy: The Board Game is generally The Confrontation can also be triggered if the broken into two parts: Agents track the Boss down before they can put their plan into action… or if the Agents are all knocked investigation 1. An , during which the Agents out at the same time. More on that later. search through the location, encounter Minions and examine clues. Before the Confrontation begins, the Agents should do their best to advance the marker along the Confrontation 2. A final where they’ll come face- Information Gathered track on the HQ board. They to-face with the Boss at the centre of the case. generally do this by examining clue counters, which During the investigation, the Impending Doom they will find by exploring new rooms. The more they marker on the HQ board acts as a timer, gradually can advance the track, the more advantages they’re advancing along the track each round until it reaches likely to have during the Confrontation. a certain space and triggers the Confrontation. The HQ Board

In Play Area

Impending ^  ^ Doom track and marker i ii iii iv v vi vii viii iX x xi xii Encounter

Information 0 1 2 3 4 5 6 7 deck Gathered track 8

and marker 14 ^ Encounter 15 discard 13 9 ^ space

12 10 11 Case

File

^ ^ Deck of deck ^ CASE FILES Doom

^ ^ ^

Case File ^ Deck of

discard ^ ^ ^ Doom space discard space

Target Priority A B c D Queue Minion slots

Cards Cards in Play During a game, the HQ board holds three decks of When a card is in play, its rules are active. Cards cards: the Case File deck, the Deck of Doom and in play are generally placed above the HQ board the Encounter deck. A fourth deck, the Requisition as a reminder of their effects. It’s a good habit to deck, is not generally used once the case starts, check this area often for any cards that will affect but should be kept near the HQ board in case it is the events currently taking place. These cards will needed. Each of these decks works differently, as display instructions for how they affect the game, described on the next page. and when they should be discarded.

6 The Case File Deck The Encounter Deck This is the engine As each room is placed Read if the Trigger 1: Deck of Doom Setup:Marker was reached. that powers the onto the table during the 1: Frog Swarm Minion B The Deck of Doom consistsWith a ofterrible all roar your quarry leaps out of 1: cards with these icons:the shadows, scattering you likeB.P.R.D. bowling pins. CASE FILE 2: Forbidden Tome Cabinet depending on 2: - Each AgentAgents is stunned. used Set up the Giant Frog #126779 2: L N Monster in the lead Agent's area. Discard this game’s story, game, a card from the Minion C K 3: Scenery 1 card, then discard Case FileYou cards gladly from the take the opportunity 3: Bookcase deck (without resolving them)to until catch you reachyour breath. As 3: Encounter Deckthe Setup:last one. Frog Swarm T , 2 R you're getting ready to carry introducing twists Encounter deck is laid 4: Minion C 2 Agents: 1 4: Minion D T , 2 = on, you hear the sound of 4: Scenery 1 3 Agents: 1 Read if all Agentswet, wereslapping footsteps back Minion A R , 2 = 4 Agents: 1 Knocked Out. towards the entrance. Uh oh... and surprises and face-down inside. When the You hit the dirt, your headreinforcements. spinning. The next Board Layout:thing you see is your quarry emerging from F the darkness, scattering Spawnits minions. Minions You in the Starting reacting to the Agents explore that room its F F haul yourself to your feet, refusing to give Starting up without a fight. Area as follows, depending on the Area The last Agent to be knockednumber out is returned of Agents: to the area they were in, and each other Agent players’ actions. Encounter card is revealed, is returned to the same area.2 Agents: Each Agent Minion rolls A, Minion C cards - on a a red die for each of their3 Agents: Minion B, Minion C blank it is discarded, having been lost in the showing what should be set confusion. 4 Agents: Minion A, Minion C, Set up the Giant Frog Monster Minion in the C lead The game box Agent's area. Discard this card, then discard up – Minions, scenery, clues and sometimes Case File cards from theThen deck (without discard this card. resolving them) until you reach the last one. contains six sealed other surprises. Discard this card after placing Encounter Cards. Case File decks. During setup (page When an Encounter card is revealed it is resolved 28) players will choose one deck and place it on the as described on page 18; then, if it has a special HQ board without shuffling it, looking through it or rule, it is put into play next to its room. Otherwise, otherwise disturbing the order of the cards. All of it is discarded and placed in the Encounter discard the cards in the deck are double-sided, and the card space to the right of the HQ board. face visible on top of the deck is always considered to be in play, in the same way as the cards above The Requisition Deck the HQ board. Agents look through this deck Requisition Card Requisition Card If the players are instructed to flip the top card B.P.R.D. HQ during setup (page 28) to Concussive Comms Link Grenade 2 Requisition Card FDressingsield of the Case File deck it is turned over so that its choose additional equipment 2 reverse is visible, without reading or resolving the 1 for the mission. Any unused When you make an Ranged Weapon.INVESTIGATE Roll 3 rest action, advance the InformationSpend an action to heal up dice regardless skill of level, your and card underneath. It is left on top of the deck. The Gathered track threeto a total of two damage SHOOT from your Agent and/ cards remain in the deck, which times instead of twice. apply the result to each or another Agent in your Then flip this card. enemy in the target area. area. Then flip this card. new visible face of the card should immediately be is placed near the HQ board. Discard after use. read and resolved. Unlike the other decks, players If the players are instructed to discard the top card draw from the bottom of the requisition deck. This is of the Case File deck it is moved to the Case File because the cards are double-sided, so it is always discard space, to the left of the HQ board. This possible to see what is on the top of the deck. When reveals a new top card, which should immediately requisition cards are discarded, they are shuffled be read and resolved. back into the deck. The Deck of Doom Trigger and Reaction The cards in the Markers Deck of Doom K T K The Apocalypseime’s A-Wastin’K C introduce random Calls Causesarelessness Fire Sometimes, when a card is elements to each placed in play, its rules will case, adding call for a trigger and reaction environmental marker to be used. A trigger marker is placed on a certain effects, Advance the Impending Doom track. Then use Target Priority to choose Advance the Impendingan Agent. Put an Inferno in that space of the Information Gathered or Impending Doom spawning Agent’s area. If their area already Doom track. contains an Inferno, the chosen Advance the Impending Agent suffers 1 damage instead. Minions or Doom track twice. track, and the matching reaction marker is placed on advancing the the card that is in play. Impending Doom If the Information Gathered or Impending Doom marker track. This deck is constructed during setup reaches the trigger marker, this will trigger an effect on according to instructions found in the Case File the card with the matching reaction marker. The trigger deck, meaning it is different each time you play. and reaction markers are then discarded. When players are instructed to draw a Deck of If the trigger marker would be placed on a space Doom card, the top card is revealed and read aloud. that has already been reached, the effect is resolved It might have an immediate effect or it might be put immediately and neither marker is placed. into play. When a Deck of Doom card is discarded, it is placed in the Deck of Doom discard space, to Trigger markers (by themselves) can also be placed to the right of the HQ board. remind players of the effects of cards that are in-play. For example, if a Case File card says that it should be flipped the next time a Point of Interest is placed, the players can put a trigger marker with the Point of Interest counters as a reminder. This is optional, but helpful!

7 ^  ^

i ii iii iv v vi vii viii iX x xi xii

0 1 2 3 4 5 6 7

8

14 ^ Basic Principles15 13 9 ^

12 10 Target Priority Trackers11 The target priority queue on the HQ Several trackers are featured

Starting Card ^ board is used whenever the game needs ^ in the game; for example +5 iving ^ CASE FILES L to decide between two Agents – for Liz Sherman’s Living Flame +4 Flame This is a example, when an Enemy attacks and starting card and Johann Kraus’ TRACKER. The

^ +3 number shown

^ ^ next to the has more than one eligible target. ^ Ectoplasmic Stability starting marker cube +2 is the Living card. A tracker is made up of Flame level. If the marker

At the start of each Case, a target ^ +2 cube advances

several spaces, one of which beyond the

^ top of the priority marker is placed on the queue for ^ +1 track flip is marked with an X. It is also this card. each Agent present, as described in the accompanied by an arrow - an +1 X setup section on page 28. The starting example is pictured to the right. order of the queue depends on the Threat Level of the Agents (page 9). At the start of each Case, a marker cube should be put on the space marked with an X. It Whenever the rules callA for target priority toB be used is also returnedc here if you areD instructed to reset to select an Agent, the Agent at the front of the the tracker. If a rule causes the tracker to advance, queue (the bottom space containing the target icon) the marker cube should be moved one space in the is selected as long as they are eligible. If not, the direction of the arrow. If a rule causes the tracker to next in line is selected, and so on. When an Agent is be reduced, the marker cube should be moved one selected using target priority, their marker is moved space in the opposite direction. to the back of the queue, with the other markers moving forward accordingly. Each tracker will have its own rules detailed on the card. Some will have different game effects The Lead Agent depending on the position of the marker cube; others will have an effect if the marker cube is The Agent at the front of the target priority queue advanced or reduced beyond the limits of the is referred to as the lead Agent – and this term also tracker. refers to their player. Whenever the game rules are open to ambiguity (for example, there might be Note that the Impending Doom and Information multiple options when moving enemies in the Enemy Gathered tracks on the HQ board are also advanced phase) the lead Agent will be given the power to (and, less frequently, reduced) in the same way choose how they are interpreted. as a tracker, even though they don’t have an advancement arrow and aren’t marked with a Minion Slots starting space. Below the HQ board there are four Minion slots, labelled A to D. Enemy cards will be placed beneath each of these slots during a case, as instructed by the Case File deck. Each Minion type which has a card in a Minion slot is active, meaning it could arrive on the board at any time. When the rules instruct the players to a Minion, this means to set up a Minion on the board. The instruction will usually be something like “Spawn Minion C”, which means “set up a Minion of the type whose card is in slot C”. If there is no Enemy card in that slot, move one slot to the left until an Enemy card is reached. If all four slots have an Enemy card and the players are instructed to add another, place it to the right of the card in slot D. There is no limit to the number of Minion types that can be active at once, but only the first four will generally be spawned by Encounter cards.

8 Agent Boards Each Agent has a corresponding Agent board, which shows the following information:

1 2 3 4

Unique Actions Taunt Hellboy Move Hellboy’s marker pecial Rules to the front of the target S priority queue. Seen It All Before Big Right Hook Once per round, when Hellboy Make a Fight action. If you hit, 5 spends an action cube to the target suffers 3 additional upgrade a test die on an 6 damage and is stunned and EXAMINE test for himself hurled. or another Agent, upgrade two dice rather than one. Throw Furniture Fire Resistant Remove a piece of scenery in Hellboy’s area, then pick a visible Hellboy never suffers more Enemy within 2 areas. That than one fire damage from a Enemy is stunned, and suffers single attack or effect. damage equal to the scenery’s Shake it Off size plus the roll of a die. When testing FIGHT , spend a result to heal two damage.

10 8

7 Starting Cards Hellboy’s Pistol Deep Pockets 9

Skill Level Icons (1-4) Unique Actions (6) The four icons at the top-left of the Agent board While all of the Agents can perform the same basic represent the Agent’s four skills: FIGHT (1), and free actions, they each have access to a list of SHOOT (2), EXPLORE (3) and DEFEND (4). unique actions that only they can perform. These Each skill is rated either (average), (proficient) are listed here. Note the number of cube icons next or (superhuman). This corresponds to the colour of to the name, which shows how many action cubes test dice that are rolled when that skill is tested (see it costs to make the action. See page 16 for more page 11). details. Special Rules (5) Health Track (7) Each Agent bends or breaks the game rules in a Markers are placed here to track any damage the number of ways, giving them abilities that make Agent has suffered (page 10). The more spaces on them stand out from their fellow Agents. These are an Agent’s health track, the more it will take to put listed here. These rules are always in effect. them out of the fight. Threat Level (8) Action Cubes An Agent’s Threat Level is used when setting up the target priority queue (see page 8). Each player has a set of three action cubes which they can spend each round. Unspent Starting Cards (9) action cubes are kept on Each Agent has a pair of starting cards, representing a player’s Agent board, signature equipment or additional special rules. removed as they are spent, and then returned in These cards are listed here (each card will also show the End phase (at the end of each round). the Agent’s icon). The most common way to spend action cubes is to make actions during the Agent phase, which is explained on page 16. However, they can also be spent to boost your own Agent or assist another, as detailed on page 11.

9 Basic Principles

Damage Knocked Out Once all the spaces on an Agent’s health track Damage can be inflicted by both Agents and contain an injury, the next damage they suffer Enemies, but each character type suffers it will cause them to be knocked out. Remove their differently. miniature from the board and remove their marker from the target priority queue (shuffling any others Damage Markers forward as necessary). Knocked out Agents are temporarily out of play, Agents use damage markers but will be able to return when the group next takes to track damage they have time (page 19). Unique Actions suffered. Damage markers Taunt Hellboy Move Hellboy’s marker pecial Rules to the front of the target have two sides – a black S priority queue. Seen It All Before Healing Big Right Hook Once per round, when Hellboy wound side, which is the same Make a Fight action. If you hit, spends an action cube to the target suffers 3 additional upgrade a test die on an Some rules allow an Agent to heal damage. This damage and is stunned and on each marker, and a red EXAMINE test for himself hurled. or another Agent, upgrade two injury side, which varies. allows them to flip thedice last rather than (rightmost) one. injury on Throw Furniture Fire Resistant Remove a piece of scenery in Hellboy’s area, then pick a visible their health track so thatHellboy neverit becomessuffers more a wound. Enemy within 2 areas. That than one fire damage from a At the start of the game, all the damage Enemy is stunned, and suffers If they do not have anysingle injuries, attack or effect. remove the last damageU equalnique to the Actions scenery’s markers should be placed in a pile with their Shake it Off size plus the roll of a Taunt die. wound on their healthWhen track testing FIGHT instead. , spend Hellboy Move Hellboy’s marker a resultpecial to heal Rules two damage. to the front of the target black wound side showing. This is the damage S priority queue. Seen It All Before Big Right Hook pool For example, Once per round, when Hellboy 10 . Make a Fight action. If you hit, spends an action cube to the target suffers 3 additional nique Actions upgrade a test die on an U Hellboy has damageStarting and is stunned Cards and Taunt EXAMINE test for himself Hellboy’s Pistol hurled. Whenever a damageHellboy marker is takenMove Hellboy’s from marker the three injuries, or another Agent, upgrade two Deep Pockets pecial Rules to the front of the target dice rather than one. Throw Furniture Spool, it should be taken at random,priority without queue. Fire Resistant Remove a piece of scenery in Seen It All Before Hellboy’s area,nique then pick Actions a visible Big Right Hook downgrading his Hellboy never suffers more U Once per round, when Hellboy Enemy within 2 areas. That Make a Fight action. If you hit, than one fire damage from a Taunt spendslooking an action cube at to the injury side. Whenever a damage Enemy is stunned, and suffers the target suffers 3 additional DEFENCE and EXAMINEsingle attack or effect. tests,Hellboy and reducing Move Hellboy’s marker upgrade a test die on an damage equal to the scenery’s damage and is stunned and to the front of the target EXAMINE test for himself SShakepecial it Off Rules size plus the roll of a die. marker is returned to the pool, it shouldhurled be. priority queue. or another Agent, upgrade two his action cubes. SeenWhen testingIt All FIGHTBefore , spend Big Right Hook dice rather than one. Throw Furniture aOnce result per round, to heal when two damage.Hellboy mixed back in. Make a Fight action. If you hit, Fire Resistant Remove a piece of scenery in spends an action cube to Hellboy’s area, then pick a visible the target suffers 3 additional Hellboy never suffers more upgrade a test die on an Enemy within 2 areas. That He heals one damage and is stunned and than one fire damage from a EXAMINE test for himself 10 Enemy is stunned, and suffers hurled. single attack or effect. or another Agent, upgrade two damage equal to the scenery’s damage, flipping dice rather than one. Starting Throw Furniture Cards Shake it Off size plus the roll of a die. Fire Resistant Remove a pieceHellboy’s of sceneryPistol in When testing FIGHT , spend Hellboy’s area, thenDeep pick Pockets a visible niquethe Actions rightmost Hellboy never suffers more Agenta result to heal two damage. Damage U Enemy within 2 areas. That than one fire damage from a Taunt Enemy is stunned, and suffers single attack or effect. Hellboy Move Hellboy’sinjury marker and damage equal to the scenery’s Forpecial each Rules damage suffered10 to the front of the target Shake it Off size plus the roll of a die. S priorityremoving queue. the EXAMINEWhen testing FIGHT penalty. , spend Seen It All Before a result to heal two damage. Starting Cards Big Right Hook Onceby per an round, Agent, when Hellboy takeHellboy’s Pistol a damage Make a Fight action. If you hit, spends an action cube to Deep Pockets the target suffers 3 additional upgrade a test die on an marker from the damage pooldamage and isThen, stunned and in the rest 10 EXAMINE test for himself hurled. orand another placeAgent, upgrade it two in the first empty phase, he heals Starting Cards dice rather than one. Throw Furniture Hellboy’s Pistol Fire Resistant Remove a piece of scenery in Deep Pockets Hellboy’s area, then threepick a visible damage, space on the health trackHellboy never, wound suffers more side showing. This Enemy within 2 areas. That than one fire damage from a Enemy is stunned, and suffers is a wound, and representssingle attack orminor effect. damage – cuts flipping both damage equal to the scenery’s Shake it Off size plus the roll of a die. and bruises, but little Whenmore. testing FIGHT , spend remaining injuries and then removing the rightmost a result to heal two damage. wound. If all spaces on 10

the health track Starting Cards Hellboy’s Pistol are filled with DeepEnemy Pockets Damage RMED FROG wounds, the first Enemies suffer damage in a much simpler way than (furthest to the left) wound on the track is flipped Agents. For each damage that an EnemyA suffers,MONSTERS to its injury side, as shown. This has now become put a damage marker next to their model on a more serious injury, and will impair the Agent’s the board, or on the model’s base. TheseMinion, damage Frog, Brawler abilities until it is healed. markers will be moved with the Enemy. If an Enemy heals damage, remove that many damageMOVE markers RESILIENCE Injury Effects from next to them. 2 2 Each injury bears either a skill icon or an action As soon as the number of damage cube icon. markers next to an Enemy equals HEALTH RANGE When an Agent tests one of their skills (page 11), or exceeds their Health, they are 6 0 downgrade one die for each injury on their health defeated and removed from the RANGED MELEE track that has a matching skill icon. In the example board. ATTACK ATTACK above, this Agent would downgrade one die when testing DEFENCE . 0 7 When an Agent refreshes action cubes in the End phase (page 20), they receive one fewer cube for each injury on their health track that has an action Counterattack: If is rolled cube icon. when making a FIGHT test that targets this Enemy, the Agent making the test suffers 2 damage (in addition to the normal 10 effects of a result). Making Tests The Effect Die The result on the effect die affects the roll before Often, a player will be told to test one of their the test score is calculated: Agent’s skills (for example, ‘Test SHOOT ’). To make a test: Catastrophe Discard the highest-scoring • Take the set of three test dice that match your test die. Agent’s skill level, and the blue effect die. Plus One Add one to the test score. • Apply any upgrades or downgrades (see below). Plus Two Add two to the test score. • Roll the dice, apply the effect die (see right) and total the number of pips to get the test Re-roll Re-roll any number of test score. dice. You must decide which • Resolve the outcome of the test based on the ones to re-roll before re-rolling test score. any dice, and the new results replace the old ones even if Upgrades and Downgrades they are worse. Several game effects will apply upgrades or X2 Double Double the highest-scoring downgrades to a test. For each upgrade, one die test die. in the test is improved; for each downgrade, one die in the test is worsened. For example, orange B.P.R.D. This effect is a wild card – it upgrades to red and downgrades to yellow . lets you pick any other result Upgrades and downgrades cancel out, so if a test has from this list and apply it. two upgrades and one downgrade, only one upgrade Some rules instead allow you is applied. to spend a B.P.R.D. icon when Upgrade making a roll – if you do, you cannot also use it as a wild card. Boosting and Assisting Downgrade Whenever an Agent makes a test, they can spend action cubes to boost their chances of success. Each Black dice can only be obtained by upgrading action cube spent grants one upgrade, as explained a red die. If a yellow die is downgraded, it is to the left. discarded and not rolled at all. If a test that starts with yellow dice has three or more downgrades, In addition, when an Agent makes a test, other only the effect die is rolled. Agents in the same area can each spend one action cube in the same way to assist them. Again, each There are a number of different rules and game action cube spent grants one upgrade. effects that can grant upgrades or impose downgrades, but regardless of how many are applied a single die can never be upgraded or downgraded more than once per roll.

11 Basic Principles The Game Board Doors Adjacent rooms can be connected by doors, as seen Hellboy: The Board Game uses a modular game in the example below. Doors must always be placed board made up of different-sized board tiles. between two neighbouring areas, as centrally as possible. Each separate board tile is called a room. Rooms are usually divided into two or more areas – these A door creates a break in the wall of each room it appear on the tile as large squares which can fit joins. As long as the room on the other side has several miniatures. The edge of a room tile is its been explored (page 18), characters can move, wall – characters generally can’t move, see or see and attack through a door, ignoring the wall attack through a wall. beneath the door counter entirely. The section of Each area can hold up to six characters (including wall beneath a door is ignored – the door creates a backup agents, which are described on page 23). break in the wall that characters can move, see and If an area is full, characters cannot enter it. Any attack through. scenery (page 25) in an area will reduce the number of characters it can hold. Adjacent Areas A character can only be in one area at a time. The Any two areas that are touching are considered exact position of their miniature within the area to be adjacent – this includes areas that touch does not matter. diagonally, but does not include areas that are separated by a wall. Two areas that touch across a door are adjacent, but as the door does not stretch the full length of the area this does not apply diagonally. In the example, all of the areas marked B are adjacent to the area marked A because they are touching. The area marked C is also adjacent to A because they are touching through a door. The area marked D is not adjacent to A because there is a wall between them, even though they are touching diagonally.

Area Wall Door

B A C

B B D

Room

12 Unexplored Rooms Rooms generally start with a face-down Encounter card in them to show that they are unexplored. This means that the Agents don’t know what they will find in the room. Unexplored rooms are off-limits, E D so characters can’t move into them, see into them, attack into them or interact with them in any way unless the rules explicitly allow them to do so. Doors leading into unexplored areas are only used to make Explore actions (page 18). Visibility Some rules require a target area to be visible to a C character. Trace an imaginary straight line between B the centre of the target area and the centre of the character’s area. If this line does not cross a wall, the area is visible. If the imaginary line passes through any areas (other than the character’s area and the target area) which contain models, the area is visible and also obscured. A In the example to the right, Liz Sherman wants to make a Shoot action, which lets her target a visible Enemy. Frog monsters A and C are clearly visible as there’s nothing in the way (remember that doors effectively remove a section of wall). Frog Monster D is visible but obscured, as Hellboy and Frog Monster C are in the intervening area. Note that the actual position of characters within Frog Monsters B and E are not visible, as the line the area does not matter. A line can be drawn traced between the centre of Liz’s area and the directly from Liz to Frog Monster E, but this does not centre of each of their areas would cross a wall. count – visibility is always drawn from the centre of one area to the centre of another.

13 Playing the Game The Round Cycle 1. Enemy Phase A game is split into a cycle of rounds, each made 2. Agent Phase up of five phases. These always happen in a fixed order. As soon as one round ends, the next begins. 3. Rest Phase ENOMOUS FROG The five phases are: 4. Doom Phase 5. End PhaseV MONSTERS

Minion, Frog, Ranged MOVE RESILIENCE 1. Enemy Phase Ranged 2 2 A Minion with the RangedHEALTH tag RANGE In this phase, each Enemy on the board is activated makes a ranged attack against a once, and will usually do some combination of visible Agent within the Enemy’s6 2 moving and attacking. Range. RANGED MELEE Minions are activated in groups according to their For example, if an Enemy ATTACKhas a Range ofATTACK 2, it could type. Each Minion type will have an Enemy card target an Agent up to two areas5 away. 5 under the HQ board, in one of the Minion slots. All of the Minions from the card in slot A are activated If there are no visible Agents in range, the Minion first, then slot B, and so on. The lead Agent (page moves towards the nearest area containing an 8) decides the specific order in which the individual Agent. Its exact path isParalysing chosen by the lead Tongue: Agent, If is rolled Minions of each type are activated. and if two or more areaswhen containing testing Agents areDEFENCE against equally near, target priority is used to pick one. If a Boss is on the board, it is activated before all this Enemy’s attacks, the target the Minions have been activated. This is detailed on If it moves so that an Agentagent becomes discards both visible an action cube (in page 27. and in range, it stops andaddition then makes to a rangedthe normal effects attack. of a result). Activating Minions If a Minion is in the same area as an Agent when it is activated, it makes a melee attack. Otherwise, its behaviour depends upon its tag. The rules for each type of behaviour are on page ENOMOUS15. FROG Enemy TagsV MONSTERS Each Enemy card shows several Minion, Frog, Ranged Cowardly tags beneath the A Minion with the Cowardly tag moves so that it is Minion’s type (as shown MOVEto the right).RESILIENCE These tags as far as possible from any areas containing Agents. will state whether the Enemy2 is a Boss or a2 Minion, Its exact path is chosen by the lead Agent, but it will and might feature other words that describe the not move into an area containing an Agent, and if it Enemy. Tags have no functionHEALTH by themselvesRANGE but is already as far as it can be from any Agents it will may be referred to by other rules. 6 2 not move. The Minion cannot enter any unexplored The Brawler, Ranged andRANGED Cowardly tagsMELEE in areas. particular will determineATTACK the Minion’s behaviourATTACK when it activates. 5 5 Activating Bosses Brawler Bosses do not activate in the same way as A Minion with the Brawler tag moves towards the Minions – they do not have pre-set behaviour nearest area containingParalysing an Agent. Tongue: If is rolled when testing DEFENCE againstbased on their tags. Instead, when a Boss Its exact path is chosen by the lead Agent, and if is activated, the top card is drawn from its two or more areas containingthis Enemy’s Agents are attacks,equally theBehaviour target deck, which is then resolved and near, target priority isagent used to pickdiscards one. an action discarded.cube (in The Behaviour deck is covered in addition to the normal effectsmore detail in the Confrontation section on If it moves into an area containing an Agent it stops page 27. and then makes a meleeof attacka . result).

14 ENOMOUS FROG Minion Behaviour V MONSTERSFor example, a Venomous Frog Monster is making a Ranged Attack against Abe Sapien. Abe’s test Move Minion, Frog, scoreRanged is 2 and the Venomous Frog Monster’s Ranged Attack value is 5, so Abe suffers 3 damage and is Enemies move a number of areas hit. up to their Move value. MOVE RESILIENCE 2 2 For example, an Enemy with a Enemies Attacking Enemies Move value of 2 could move up to HEALTH RANGESometimes an Enemy will attack ENOMOUSanother Enemy – FROG two areas. To move an Enemy one area, pick6 it up when2 Johann Kraus uses his Possess unique action, and put it in an area adjacent (page 12) to the one it for example. When this Vhappens no roll is made. is currently in. RANGED MELEEInstead, the target Enemy suffersMONSTERS damage equal Remember that characters cannot move ATTACKthrough ATTACKto the attacking Enemy’s Attack value (Melee if walls, cannot move diagonally through doors5 and the5 Enemies are in the sameMinion, area, Frog, Ranged ENOMOUSRanged FROG otherwise) minus the cannot move into an area that is already full (page MOVE RESILIENCE 12). V target’s Resilience. This is similar MONSTERSto when Agents attack Enemies2 - 2 Melee Attacks Paralysing Tongue:see page 16.If is rolled when testing DEFENCE againstHEALTH RANGE When an Enemy makes Minion,a melee attack Frog, they Ranged target this Enemy’s attacks, the target6 2 a single Agent in their areaMOVE (using targetRESILIENCE priority if necessary). The target Agent2 tests DEFENCEagent2 discards an action cubeRANGED (in MELEE (page 11), with the following modifiers:addition to the normal effectsATTACK ATTACK • Downgrade one die forHEALTH each Enemyof (otherRANGE a than result). 5 5 the attacker) in the target6 Agent’s area.2 The Agent suffers damage (page RANGED MELEE Paralysing Tongue: If is rolled 10) equal to the attackingATTACK Enemy’s ATTACK Melee Attack value minus the5 test 5 ENOMOUS FROGwhen testing DEFENCE against score. If at least one damage is this Enemy’s attacks, the target inflicted, the Agent has been hit. V MONSTERS This has no effect by itself, but may be required to agent discards an action cube (in trigger other rules. Paralysing Tongue: If is rolled addition to the normal effects Minion, Frog, Ranged For example, a Frog Monsterwhen is makingtesting a Melee DEFENCE against of a result). Attack against Hellboy.this Hellboy’s Enemy’s test scoreMOVE attacks, is 3 RESILIENCE the target and the Frog Monster’s Meleeagent Attack discards value is2 5, an so action2 cube (in Hellboy suffers 2 damage and is hit. addition toHEALTH the normalRANGE effects Ranged Attacksof a result).6 2 When an Enemy makes a ranged attack they target a single Agent RANGED MELEE within their Range (using target ATTACK ATTACK priority if necessary). The target 5 5 Agent tests DEFENCE (page 11), with the following modifiers: • Upgrade one die for each other characterParalysing in Tongue: If is rolled the target Agent’s area. when testing DEFENCE against • Upgrade one die for each characterthis in an Enemy’s area attacks, the target that is in the path of the shot andagent causing itdiscards to an action cube (in be obscured (page 13). addition to the normal effects The Agent suffers damage (page 10) equalof ato the result). attacking Enemy’s Ranged Attack value minus the test score. If at least one damage is inflicted, the Agent has been hit. This has no effect by itself, but may be required to trigger other rules.

15 Playing the Game

2. Agent Phase Evading Enemies Each time an Agent leaves an area containing any In this phase, the players can spend their action Enemies, they must choose whether to evade each cubes to make actions with their Agents. Enemy. There is no fixed order to this – the players are free • For each Enemy evaded, the Agent suffers one to discuss their options and act in an order of their damage (page 10). choice. For example, Hellboy could make a Move action, then Liz Sherman could make two Shoot • Each Enemy not evaded is picked up and actions, then Johann Kraus could make an Examine moved with the Agent into the adjacent area. action, then Hellboy could make a Fight action. An Agent in an area with multiple Enemies may Alternatively, Hellboy could start the phase by choose to evade some and not others. Decide for making three consecutive Fight actions. each in turn. The phase ends when all action cubes have been If the area an Agent is moving into does not have spent. If a player does not want to spend all of their enough space for some or all Enemies to move with cubes, any unspent cubes are discarded. the Agent, the Agent must evade all enemies that There are six basic actions. These cost one action do not fit into the new area before moving. cube each and can be made by any Agent. They are: Another Agent in the area that is being left can • Move spend an action cube to distract one Enemy, letting the moving Agent ignore it entirely. • Fight • Shoot Basic Action: Fight • Examine Pick an Enemy in the Agent’s area to be the target. • Clear If the Agent has any melee weapons (page 22) they • Interact can pick one to use before rolling. Each Agent also has Then the Agent tests FIGHT (page 11), with the a number of unique Unique Actions following modifiers: actions, which only Taunt • Downgrade one die for each Enemy (other than they Hellboycan make. Each Move Hellboy’s marker pecial Rules one lists next to its to the front of the target the target) in the attacking Agent’s area. S priority queue. Seen It All Before name the number Big Right Hook The target suffers damage (page 10) equal to the Once per round, when Hellboy of action cubes that Make a Fight action. If you hit, Resilience ENOMOUS FROG spends an action cube to test score minus its . If this inflicts at least the target suffers 3 additional upgrade a test die on an must be spent to one damage, the Enemy has been hit. This has no damage and is stunned and EXAMINE test for himself make it. The image V hurled. effect by itself, but may be requiredMONSTERS to trigger other or another Agent, upgrade two to the right shows dice rather than one. Throw Furniture rules. that Hellboy’s Taunt action costs one action cube, Fire Resistant Remove a piece of scenery in Minion, Frog, Ranged Hellboy’s area, then pick a visible For example, Hellboy is making Hellboy never suffers more while Big Right Hook and Hurl Furniture each cost Enemy within 2 areas. That than one fire damage from a two. a Fight action against a FrogMOVE RESILIENCE Enemy is stunned, and suffers single attack or effect. Monster. Hellboy’s test score is 6 damage equal to the scenery’s 2 2 Shake it Off There are also free actions (pagesize plus 18) the that roll ofan a Agent die. and the Frog Monster’s Resilience When testing FIGHT , spend can make during the Agent phase without spending is 2, so the Frog Monster suffers 4 a result to heal two damage. HEALTH RANGE any action cubes. damage. 6 2 10 Basic Action: Move RANGED MELEE The Agent moves up to two areas. ToStarting move Cardsan ATTACK ATTACK Hellboy’s Pistol Agent one area, pick it up and put it inDeep an Pockets area 5 5 adjacent (page 12) to the one it is currently in. Remember that characters cannot move through walls, cannot move diagonally through doors and Paralysing Tongue: If is rolled cannot move into an area that is already full (page when testing DEFENCE against 12). this Enemy’s attacks, the target agent discards an action cube (in addition to the normal effects of a result).

16 Basic Action: Shoot On a score of 0-2, there is no effect. On a score of 3-5 the clue counter is discarded and the This action is only available if there are no Enemies Information Gathered track advances. On a score in the Agent’s area, and the Agent has a ranged of 6 or more, the counter is discarded and the track weapon (page 22). If they have more than one advances twice. ranged weapon, they must pick one before rolling. For example, Johann Kraus is examining a clue Pick an Enemy in a visible area (page 13) to be the while there are two Frog Monsters in the room – one target. Then the Agent tests SHOOT (page 11), in his area, and one in another area. He downgrades with the following modifiers: three dice (one for each Enemy in the room, and an • Downgrade one die for each other character in extra one for the Enemy in his area) and scores 5. the target’s area. The clue is discarded and the Information Gathered track is advanced once. • Downgrade one die for each character in an area that is in the path of the shot and causing it to be obscured (page 13). Basic Action: Clear This action is only available if there are no Enemies The target suffers damage (page 10) equal to the in the Agent’s area. test score minus its Resilience. If this inflicts at least one damage, the Enemy has been hit. This has no Remove one frog swarm (page 24) or inferno (page effect by itself, but may be required to trigger other 24) from the Agent’s area. rules. For example, Abe Sapien is making a Shoot action Basic Action: Interact against a Frog Monster. Abe’s test score is 7 and the This action is only available if there are no Enemies Frog Monster’s Resilience is 2, so the Frog Monster in the Agent’s area. suffers 5 damage. The Agent interacts with a point of interest or piece Basic Action: Examine of special scenery in their area. When an Agent interacts with a point of interest, This action is only available if there is a clue one of the cards that is currently in play (either counter in the Agent’s area. above the HQ board or on top of the Case File deck) The Agent tests EXAMINE , using the rules for will provide instructions for what to do. If it does tests on page 11. Take the following modifiers into not, the point of interest cannot be interacted with. account: The rules for special scenery can be found in the • Downgrade one die for each Enemy in the Scenery section on page 25. same room as the Agent. • Downgrade one additional die for each Enemy in the same area as the Agent.

17 Playing the Game

Free Actions Free actions can be made during the Agent phase like basic actions, but do not cost any action cubes. 1 2 Other rules and cards may grant additional free actions not listed here. Free Action: Trade This action is only available if there are no Enemies 4 in the Agent’s area. 3 Pick a starting card or requisition card with a icon carried by the Agent and give it to another Agent in the same area. If the card has been flipped, it stays flipped. The Agent who takes the equipment puts it next to 3 their Agent board then turns it sideways to show 1 that it cannot be used in this phase. In the End phase the card is turned back and can be used as normal from then on. 2 4 Free Action: Explore For example, Hellboy explores a This action is only available if the Agent is in an room and reveals the Encounter 1: CLue area with a door that leads to an unexplored room. card shown to the right. Above 2: Minion B Flip over the encounter card in the unexplored room. you can see how this would be The card shows the contents of each area in the new set up in a four-area room and a 3: Scenery 1 two-area room. room. 4: Frog Swarm Once the room is set up, the In a four-area room, set up the contents of the first Ambush! Ambush! rule shown on the card The Minion in this room line in the area closest to the Agent making the is immediately activated R as though it were the Explore action. Set up the contents of the second will be resolved immediately. Enemy phase. line in the next area clockwise around the room, and so on. In a two-area room, set up the contents of the first and second lines in the area closest to the Agent, and the contents of the third and fourth lines in the other area. If the encounter card has any rules text (beneath the boxes) the card is placed next to the room. Otherwise it is discarded. Each area will usually have some combination of Minions, clue counters and scenery. When setting up scenery, if the card calls for “scenery”, set up a piece of generic scenery (page 25) with a size equal to the number in brackets – the exact piece does not matter. Special scenery (page 25) is only set up if it is referred to by its specific name.

18 3. Rest Phase Investigate Discard a clue counter in any explored area, and In the Rest phase, the Agents have the option to advance the Information Gathered track twice. gather their wits and recuperate – at a cost. Recuperate Important: If there are any Enemies on the board, Roll two red dice and heal damage equal to the the Agents do not have time to rest and this phase score (page 10). is skipped. Otherwise, at the start of the phase the players Secure decide whether or not they will take time. The Pick a single explored room on the board and majority of players must agree to this; if there is remove all frog swarms and infernos from it. a split, the lead Agent has the casting vote. If the players choose not to take time, the rest of the b) Agents Prepare phase is skipped. Once any rest actions have been completed the If any Agents are knocked out (page 10) and there Agents prepare to get moving. are no Enemies on the board, the Agents must take At this point, Agents can freely trade any requisition time. Any knocked out Agents are returned to the cards that have the icon amongst themselves. board and their target priority markers are returned Starting cards are returned to their Agent if they to the target priority queue. Their damage markers have been previously traded away. remain on their boards. Then, each Agent can move to any explored area on Taking Time the board, as long as they do not move through any unexplored areas. If the players take time, carry out the following steps: Finally, the target priority queue is reset. The marker belonging to the Agent with the highest a) Rest Actions Threat Level (page 9) is placed at the front of b) Agents Prepare the queue, with the others behind it in order of descending Threat Level. c) Advance Impending Doom c) Advance Impending Doom a) Rest Actions Taking time is costly… Advance the Impending When the Agents take time they can each make one Doom track once. of the following rest actions:

19 Playing the Game

4. Doom Phase

In this phase, the top card of the Deck Q Interesting of Doom is drawn and resolved. Remains For example, if the Interesting Remains card (right) was drawn, the Impending Doom track would be advanced, then the card would be put into play until its rules text had been resolved (i.e. until a Minion is Advance the Impending Doom defeated). track, then put this card in play. The next time a Minion is defeated, put a Clue counter in the area it was removed from. Then discard this card.

5. End Phase c) Resolve Frog Swarms Each frog swarm (page 24) that is in the same area The End phase has four steps, which must be as an Agent moves into an adjacent explored area, completed in order: chosen by the lead Agent. This area cannot contain a) Refresh Action Cubes any Agents – if this is not possible, the frog swarm does not move. b) Resolve Infernos c) Resolve Frog Swarms Then, for every two frog swarms on the board (rounding down), advance the Impending Doom d) Other Effects track once. a) Refresh Action Cubes Each player returns their three action cubes to their Agent board. If an Agent has any injuries (page 10) with an action cube icon, they refresh one fewer action cube for each. Regardless of these or any other modifiers, Agents always refresh at least one action cube. b) Resolve Infernos In each area with an inferno, (page 24) remove one d) Other Effects clue, one frog swarm and any scenery in the area. If any other game effects state that they take place Then roll a red die for each inferno. On a score in the End phase, they happen now. For example, of 0, it is removed. On a score of 1, 2 or 3, each equipment cards that have been traded between character in that area takes that much fire damage. Agents are now rotated so that they are available Additionally, on a score of 3, place another inferno to use. in each adjacent explored area that does not If there are multiple other effects, the Lead Agent already contain one. These new infernos are not chooses the order in which they are resolved. resolved this phase.

20 21 Additional Rules Requisition and Attack Effects Some attacks have special effects. Whether these Starting Cards attacks are made by Agents or Enemies, the effects are applied in addition to any damage. At the start of each case, each Agent receives two starting cards, as shown on their Agent board. These are usually equipment (such as Abe Sapien’s Hurl Harpoon or Hellboy’s Pistol) but they can also Some rules (like Hellboy’s Big Right Hook unique represent limited-use abilities (Hellboy’s Deep action) cause the target to be hurled. This moves Pockets) or a special ability that uses a tracker (Liz the target into an adjacent explored area, chosen Sherman’s Living Flame). by the Agent who attacked (or the lead Agent, if the attack was made by an Enemy). In addition, players will have the option to purchase requisition cards before each case. These are Each other character in the area they are hurled into almost identical to starting cards, but can be taken suffers damage equal to the roll of an orange die. by any Agent. If there is a piece of scenery in the area that the Some requisition or starting cards are double-sided character is hurled into, it is destroyed and the and some are single-sided, but in either case the character suffers damage equal to the scenery cards should always begin the game with their piece’s size (page 25). fronts visible. The front of the card is the side that says “starting card” or “requisition card” at the top. Stun Some rules (like the Stun Grenade requisition card) Weapons cause targets to be stunned. The Agents have access to A stunned character is laid down on its side, still in several weapons – usually Requisition Card the same area. requisition cards (such as the Backup Sidearm • When an Agent attacks a stunned Enemy, they Ancient Blade) or starting cards 1 gain one upgrade. (Hellboy’s Pistol). When an • When a stunned Agent defends against an Agent makes a Fight action attack, they suffer one downgrade. they can make use of a melee Ranged Weapon. when using When a stunned Enemy is activated in the Enemy weapon, and when an Agent If you roll makes a Shoot action they this weapon, flip this card phase, they stand up and do nothing else. (in addition to the result). normal must make use of a ranged effects of a A stunned Agent cannot make any actions. They weapon. Some unique actions can stand up by spending two action cubes in the (such as Liz Sherman’s Flame Agent phase. Stunned backup agents must use their Blast) count as a weapon in their own right. Unless action cube to stand up, and can do nothing else in specifically stated otherwise, a single action cannot that round. Stunned backup agents must use their use more than one weapon. action cube to stand up, and can do nothing else in that round. Fire Some rules – like Liz Sherman’s Flame Blast unique action – cause fire damage. Some character have special weaknesses or resistances to fire damage; Liz, for example, never suffers fire damage. This will be detailed on their cards. Regardless of whether the target has a weakness or resistance, an inferno (page 24) is always placed in the target area after an attack which causes fire damage has been resolved. If the attack targets multiple areas, each one gets an inferno. When making a ranged fire attack, Agents can target visible unoccupied areas - they inflict no damage, but an inferno is still placed.

22 Backup Agents Direct Support A backup agent giving direct support is represented As well as requisition cards, Agents will be able on the board by a backup agent counter. This is to purchase backup agent cards ahead of a case, treated as a character in all respects – it takes up representing other B.P.R.D. field agents assigned to the space of one character in an area (page 12) and support the team. can obscure (page 13) a Shoot action or Enemy ranged attack.

Backup Agent Backup Agent ate ate Backup agents giving direct support receive one K K action cube when they are first set up, and in each Corrigan Corrigan End phase (use a marker cube to represent this). They can only make Move, Fight, Shoot, Examine or Clear actions (they are always considered to have a Health 5 3 ranged weapon). Any tests they make are on yellow when the agents When Corrigan assists Test dice unless there is a skill level icon on their card on an Examine Take Time. On a score of action, upgrade two dice 3-5, advance information showing a different test die, in which case that type instead of one. gathered. On 6+, itadvance twice. of die is used for tests of that type. Once per round, Direct Support Remote Support as a free action, a backup agent can move to the same area as the Agent they are supporting. Backup agent cards are double-sided, as shown above. The front shows the rules for when the Backup agents can use their action cube to give backup agent is giving remote support (assumed an assist (and can receive assists from other to be working nearby on another arm of the Agents). They cannot carry requisition or starting investigation) and the rear shows the rules for direct cards. They can be targeted by Enemy attacks, but support (when they are on location with the other are never chosen when using target priority. If a Agents). backup agent is in the same area as the Agent they are supporting, any damage taken by that Agent can instead by applied to the backup agent (the controlling player decides). Backup agents suffer damage in the same way as Enemies, using damage markers which can be placed on their card. When the damage reaches their health they are defeated. They are removed from the board and their card Backup agent cards are tied to an Agent, just like discarded. requisition cards, and are placed next to their Agent board in the same way. This is the Agent they are When the Agents take time, a player can send away supporting. When setting up the game, players can any of their backup agents that are giving direct decide whether their backup agents will start the support. Flip their card to the remote support side, game giving remote or direct support, and flip the and remove their counter from the board. Their card so the appropriate face is showing. remote support rule cannot be used in this phase. When a backup agent is sent away, they heal all Remote Support damage they have suffered. If a backup agent is not sent away when the Agents take time, they heal When the Agents take time, any backup agents damage equal to the roll of a red die. providing remote support check in. This represents them getting in touch to share what they’ve learned during their side investigation. Their card will detail what kind of test can be made. If a is rolled on the effect die when making a test for a backup agent giving remote support, they fail to check in. The test counts as having a score of 0 and the backup agent card is discarded. Calling for Backup After making this test, a player can call in a backup agent. Flip their card, and put their backup agent counter in the same area as the Agent they are supporting.

23 Additional Rules Other Counters Destruction Counters Destruction counters are used to represent areas that and Components have become cluttered with wreckage and Infernos will be brought into play by Case File Infernos mark areas that are on fire. cards or Enemies. If An area can never have more than a destruction counter one inferno. is placed in an area, When an Agent leaves an area any frog swarms, clue containing an inferno, they suffer two counters and scenery in the fire damage (Enemies do not suffer this damage). area are removed from play. While in the same area as an inferno, an Agent An area cannot contain more suffers an additional downgrade on any tests they than one destruction counter, and make. they cannot be cleared. Infernos might also spread, cause damage or be An Agent moving into an area with a destruction removed in the End phase (page 20). Agents can use counter must either spend an action cube or suffer the Clear action to remove infernos. one damage (this does not count if they are hurled into the area). An Enemy moving into an area with a Frog Swarms destruction counter immediately ends their move. Swarms of frogs will often Running Out of infest areas of the board, as an ominous sign and a reminder of the ever-present Components threat of the Ogdru-Jahad. Due to the randomly determined nature of a case, Important: When an Agent makes a test, they players might occasionally be instructed to set up receive a downgrade for each frog swarm in their something on the board which is not available, as area. all copies are already in play. This section explains how to deal with any such shortages. Agents can use Clear actions to remove frog swarms, and they should – if frog swarms Infernos, Frog Swarms and are allowed to build up, this will lead to the advancement of the Impending Doom track in the Destruction Counters End phase (page 20). Instead of placing a new piece, the lead Agent moves one from elsewhere on the board. Insight Markers Clue Counters and Scenery How insight markers are used varies from case to case, but they are generally If a clue counter or scenery piece is not available, it collected by the Agents through is not set up. examining clues and exploring the board. Minions Important: If an Agent makes an action that moves Set up a Minion of the next type instead. For the Information Gathered marker to a position example, if a Minion B needs to be set up and none containing an insight marker, they should take it are available, set up a Minion C instead. If there is and put it next to their Agent board. no card in the next slot, loop back to slot A. If all These have no immediate game effect unless active Minion types have all their miniatures on the the Case File deck states otherwise – but they board, no more can be set up. will usually give the Agents an advantage in the

Confrontation.

24 Similarly, if an Agent targets an Enemy with a Shoot Scenery action while the Enemy is in the same area as a piece of scenery, any damage is first applied to the Some areas of the scenery. Track the amount of damage a scenery board contain scenery, piece has taken by placing damage markers on it; represented by a card once a piece of scenery has a number of damage counter. This also markers equal to its size, it is destroyed and shows the scenery removed from play. If an attack still has damage piece’s size. Each remaining, this is suffered by the target. scenery piece is either generic or special (denoted with a yellow glow and a yellow number for its size). The size of a scenery piece shows the amount of space it takes up in an area, reducing the number of characters that can also be in the area. For example, an area containing a size 2 scenery piece could only hold 4 other characters. Characters use scenery to avoid taking damage from ranged attacks. If an Agent is in the same area as a piece of scenery when targeted by a ranged attack, any damage they would suffer is first applied to the scenery instead.

Special Scenery There are five types of special scenery, each with its own rules as shown below. Agents can use these rules by making an Interact action (page 17) in the same area as the scenery.

When an Agent Interacts with this scenery, roll the effect die. Forbidden On a or advance the Information Gathered track by Tome that amount. On a , advance the Impending Doom track. Other results have no effect. When an Agent Interacts with this scenery, roll the effect die. On a or look at that many cards from the top of the Orrery Deck of Doom, without changing their order. On a , the Agent is stunned. Other results have no effect. When this scenery is set up, place two marker cubes on it. When an Agent Interacts with this scenery, remove one cube Writing and advance the Information Gathered track by 1. If the Desk scenery is destroyed, any remaining cubes on it are removed. Once both cubes are removed, the scenery can no longer be Interacted with. When this scenery is set up, place two clue counters on it. Agents can Examine these clue counters as normal - no Bookcase Interact action is required. If the scenery is destroyed, any remaining clue counters on it are removed. When this scenery is set up, place two marker cubes on it. When an Agent Interacts with this scenery, remove a marker cube and then heal two damage (in total) from that Agent Cabinet and/or another Agent in the same area. Once the marker cubes are removed, the scenery can no longer be Interacted with.

25 The Confrontation

At the end of each case is the Confrontation, a showdown between the Agents and one of the Bosses. The Case File deck will make it very clear when the Confrontation begins. Setting Up the Confrontation At the start of the Confrontation, players will be instructed to set up the Confrontation board. To do this, follow these steps: 1. Clear and Flip the HQ board 3. Prepare the Boss 2. Set Target Priority 4. Other Instructions

In Play Area Boss health ^  ^

track 2 10 1 11 Boss health 9 3 8 Marker 12 4 7 5 6 13 25 Insight 19 18 marker 14 24 20 17 area 15 23 16 22 21 Boss

Behaviour

^

^ deck ^ ^

Boss ^ Behaviour Deck Boss

card ^ Behaviour ^

^ deck discard space Target

Priority A B c D Queue Minion slots

1. Clear and Flip the HQ for the Confrontation. The target priority marker belonging to the Agent with the highest Threat board Level is placed at the front of the queue, with the Carry out the following steps: others behind it in descending Threat Level order. a) Move the Case File deck (not including any discarded cards) to the in-play area. 3. Prepare the Boss Find the appropriate Boss’ Enemy card (as instructed b) Put the Impending Doom marker and target by the Case File deck) and put it face-up in the priority markers to one side. Boss card space of the Confrontation board. Then c) The Enemy cards and any other cards in the construct the Behaviour deck by shuffling together in-play area remain in position. the Behaviour cards with the icons shown on the Boss card, and put it on the Behaviour deck space d) Clear everything else (including any discarded on the Confrontation board. cards) off the HQ board – it is removed from play and no longer used. Tracking the Boss’ Health e) Flip the HQ board over to reveal the Bosses have a lot more health than Minions. To save Confrontation board. It should be aligned so cluttering up the board, place the Impending Doom that all Enemy cards are still in their slots marker on the Confrontation track (the numbered beneath it, and all in-play cards are still in track on the Confrontation board) to track the Boss’ place above it. remaining health instead of using damage markers. Its starting Health will be shown on its Enemy card. 2. Set Target Priority The Confrontation board has a target priority queue 4. Other Instructions just like the HQ board, and target priority is reset Now follow any other instructions on the Case File card.

26 three orange dice. If any of the dice are blank, Fighting the the Agent remains knocked out. Otherwise, if there are no blank faces, return the Agent to the area Confrontation where their action cube was and remove the cube from the board. Put their Target Priority marker Once the Confrontation begins, it plays out like the at the back of the queue. The Agent immediately rest of the game with the following changes: refreshes their action cubes as though it were the End phase (returning three to their Agent board, No Rest or Doom phases minus one for each “action cube” Injury they have) and can act as normal this phase. The Rest and Doom phases are skipped during the Confrontation. Ending the Boss Behaviour The Boss is activated before any other Minion Confrontation types that are on the board. Instead of following the normal rules for activating a Minion, draw the Unless the Confrontation card says otherwise, the top card of the Behaviour deck and resolve it, then Confrontation – and the game – ends in one of two discard it. If the Behaviour deck runs out, reshuffle ways. the discard pile to form a new deck. If all Enemies on the board are defeated the Agents have completed the case. They can return to HQ for Last-Ditch Recovery some well-earned R&R. Well done! As there is no Rest phase, knocked out Agents don’t If all of the Agents are knocked out at the same automatically come back! Instead, when an Agent time, the mission is a failure. A backup team will is knocked out, their player puts one of their action need to be called in to haul the Agents out before cubes in the area they were in. At the start of each things get really bad. Better luck next time... Agent phase, each knocked out Agent’s player rolls

27 Preparing to Play

Cases Replayability Each game of Hellboy: The Board Game is called It would be easy to assume that, because each a case, and follows a field team of B.P.R.D. agents Case File uses a sealed deck, that you can only on a mission to tackle a serious supernatural threat. play each one once. Each one has its own Case File deck – there are six in the box, with more available in expansions for the Not at all! In fact, you’ll definitely want to game. replay the cases. There are enough random elements in each to keep them new and Case file decks are individually sealed within interesting, and they aren’t easy – you’ll find the game box. For the best experience, it is yourself wanting to go back and improve on recommended that each case remains sealed until your performance. the players tackle it for the first time – after all, the Agents don’t know what they’re going to face, so Also, the modular nature of the game means why should you? that it’s quite easy to swap out Encounters, Minions or even the Boss in a particular case. Once you’ve mixed and matched all of the core game cards, the B.P.R.D. Archives expansion explores this much further. You’ll find plenty of ways to keep changing things up, and never play the same game twice!

Game Setup Playing Solo These steps must be followed, in order, when setting Want to play Hellboy: The Board Game up a game. by yourself? Great news: solo play is fully supported! If you’re the only player, take 1. Select a Case control of two Agents instead of one. It’s as 2. Spend Budget simple as that. 3. Initial Setup

1. Select a Case The players look through the B.P.R.D. CASE FILE available Case Files and decide #126779 which one to play. The top card "Eviction Notice" Frogs, like snakes, scorpions, ravens and in each Case File shows a short black cats, are traditionally considered harbingers of doom. This is borne out by folk tales such as one from Africa, which passage of briefing text, which sees a man's prayer for eternal life ruined by a frog who sees a bleak future for his own gives some background to the case species should man flourish. It's no coincidence, then, that the chief and some clues as to what the minions of the Ogdru-jahad are the "Frog Monsters". These amphibian hybrids are able to shape-shift, taking the forms of men to Agents might encounter. It also further their never-ending quest to bring about the end of the world as we know it. shows a challenge rating and a One of our field teams has cornered a particularly large specimen in an rough duration. underground crypt. Agents are to report to the scene and deal with this threat before it escapes. Once a case has been chosen, Challenge Rating: Easy one of the players should read the Duration: Short O briefing text of the chosen Case 1 of 5 File aloud, so everyone knows what they’re gearing up for. Then each player chooses an Agent from those available (the game contains Hellboy, Liz Sherman, Abe Sapien and Johann Kraus, with others available separately) and takes their miniature and Agent board. Each player also takes a set of three action cubes, a target priority marker and a base clip of the same colour, attaching it to their Agent miniature’s base.

28 2. Spend Budget Disagreements? At this point, the Agents receive a certain number of requisition credits, depending on how many Agents During setup there are several situations where are on the case. the players might not agree on something. Which Case File to pick, who gets to play which • If there are two Agents, they receive a total of Agent, how the budget should be spent… 8 credits. Remember that Hellboy: The Board Game is • If there are three Agents, they receive a total a fully cooperative game. It’s recommended of 7 credits. that players do their best to act as a group, • If there are four Agents, they receive a total of resolving disputes in a friendly, charitable 6 credits. manner. If this isn’t possible, players can roll off using three orange dice, with the highest Use marker cubes to keep track of how many credits score taking precedence. Just remember that the team has to spend. Share the credits out as you’ve got a much better chance of success if evenly as possible between the players, putting any you work together… remainder in the middle of the playing area. Players can spend their credits on requisition cards and backup agent cards, each of which has a credit cost (see below). Any credits that are not spent on cards are lost – there is no benefit to saving them.

Backup Agent Requisition Card ate Backup K Sidearm Corrigan 1

3 Ranged Weapon. when the agents when using Test If you roll Take Time. On a score of this weapon, flip this card 3-5, advance information (in addition to the normal gathered. On 6+, itadvance twice. result). effects of a

Remote Support

Players are encouraged to discuss their loadout with their teammates. They are free to share their credits, and spend any credits in the middle of the playing area, however they wish. For example, in a three player game, each player gets two credits with one left in the middle of the playing area. Player one decides that she really wants a Blasting Charge, which costs three credits. She put this to her teammates, and after a short discussion it’s agreed that it might be a good idea (having read the briefing, they think they might be up against something big and nasty in the Confrontation), so she spends her two credits plus the spare one to take the card. Player two is new to the game and wants to keep things simple, so he spends one credit on a set of Field Dressings and gives the other to Player three, who adds it to his own and recruits Kate Corrigan.

29 Preparing to Play

3. Initial Setup Requisition Card Unique Actions Concussive Taunt Grenade 2 Each player puts their Agent board in front of Hellboy Move Hellboy’s marker pecial Rules to the front of the target them and places their three action cubes on top. S priority queue. Seen It All Before Big Right Hook Once per round, when Hellboy Make a Fight action. If you hit, Starting Card Their starting cards plus any requisition cards spends an action cube to Ranged Weapon. Roll 3 the target suffers 3 additional dice regardless of your upgrade a test die on an eep Pockets skill level, and damage and is stunned and SHOOT and backup agent cards they purchased are EXAMINE test for himself Dapply the result to each hurled. enemy in the target area. or another Agent, upgrade two placed next to the board, as shown to the right. dice rather than one. Throw Furniture Discard after use. Fire Resistant Remove a piece of scenery in Hellboy’s area, then pick a visible Hellboy never suffers more Enemy within 2 areas. That The HQ board is set up to one side of the than one fire damage from a Flip this card during the Enemy is stunned, and suffers Agent phaseStarting to draw Card single attack or effect. damage equal to the scenery’s from the bottom of the Requisitionellboy’s deck until card. you playing area. Put the Impending Doom Shake it Off H , or size plus the roll of a die. find Pistol a When testing FIGHT , spend Keep it, and return any others to the deck. marker on the first space of the Impending a result to heal two damage. Doom track, and the Information Gathered 10 Ranged Weapon. If the marker on the first space of the Information target is hit, it suffers 5 Starting Cards additional damage. Gathered track. Put any unused requisition Hellboy’s Pistol Flip this card after use. Deep Pockets cards and the Enemy cards near the HQ board.

Requisition Card ^  ^ Concussive nemies Grenade E 2 i ii iii iv v vi vii viii iX x xi xii

Ranged Weapon. Roll 3 0 1 2 3 4 5 6 dice regardless of your 7 skill level, and SHOOT apply the result to each enemy in the target area. Discard after use. 8

14 ^ 15 13 9 ^

12 10 11

The target priority marker belonging

^ ^

^ CASE FILES to the Agent with the highest Threat

^ Level is placed at the front of the target ^ ^

^ priority queue, with the others behind

^ ^ it in descending Threat Level order. If

^ two Agents have the same Threat Level, they can choose which of them is placed further forward.

A B c D

Prepare the Case File Deck Prepare the Deck of Doom Put the Case File deck on the Case File space of the All Deck of Doom cards HQ board, with the first card (showing the briefing) have an icon in one visible on the top of the deck. DO NOT shuffle the corner (see right for some deck or look at any of the cards. examples). Go through the deck and select all cards Flip over the top card of the that have an icon shown in Q Case File deck, leaving it Deck of Doom Setup: The Deck of Doom consists of all the Deck of Doom Setup on top of the deck. This cards with these icons: section of the card on ? K will show three things: depending on K L N Agents used top of the Case File deck. L • Deck of Doom setup Encounter Deck Setup: Icons showing an Agent 2 Agents: 1 T , 2 R are also selected if that Agent is taking part in the 3 Agents: 1 T , 2 = • Encounter deck setup 4 Agents: 1 R , 2 = case. • Initial Board Layout Board Layout: The selected cards are shuffled to create the Deck Starting Area of Doom for the game. Place it face-down on the Deck of Doom space of the HQ board. All remaining Deck of Doom cards will not be used in this game and can be put back in the box.

Discard this card after placing Encounter Cards.

30 Prepare the Encounter Deck Set up the Board Like the Deck of Doom cards, Set up rooms and doors in the centre of the playing all Encounter cards have an F T R area, so that they match the board layout shown icon in one corner (see right on the Case File deck. One area will be marked as for some examples). the starting area – put the starting area counter = P < here, along with each player’s Agent miniature. The Encounter deck setup Deal a face-down card from the Encounter deck section of the Case File card into each room that has been set up, except the one shows how the Encounter QS G / containing the starting area. deck is constructed depending on the number of Agents in play. Complete Setup First, the deck is built by taking the cards shown. For Put any remaining components (Minion miniatures, example, using the Case File card shown opposite dice, damage markers, etc.) near the playing area, in a three-player game, the players would take one in reach of the players. Then discard the top card card with a T icon and two cards with a R icon. of the Case File deck and resolve the new top card. These cards should be taken at random, without This will begin the first round of the game. looking at them, then shuffled together face-down. Some Case Files will have additional instructions – you might be instructed to split and stack the deck a certain way, for example, shuffling additional cards into certain sections. Once the Encounter deck is complete it is placed on the Encounter deck space of the HQ board.

Resetting the Game After completing the case, the Deck of Doom and Encounter deck should be reunited with the cards that were not used in the game. The Case File should be put back into the correct order, according to the number in the bottom-right of each card. Ensure that all of the card fronts are facing the same way.

31 Quick Reference

Round Summary • Secure: Remove all frog swarms and infernos from any one room. 1. Enemy Phase (p. 14) 2. Agent Phase (p. 16) • Agents can trade items freely (starting cards must return to their owners) and move to any 3. Rest Phase (p. 19) explored area. 4. Doom Phase (p. 20) • Reset Target Priority. 5. End Phase (p. 20) • Advance Impending Doom. Basic Actions (p. 16) • Move: Move up to 2 areas (including End Phase (p. 20) diagonally). For each Enemy in an area you a) Refresh action cubes leave, either take 1 damage or move them with b) Resolve infernos you. c) Resolve Frog Swarms • Fight: Target an Enemy in your area, then test d) Other Effects FIGHT . Downgrade 1 die for each other Enemy in your area. Target suffers damage Infernos and Frog Swarms (p. 24) equal to score minus Resilience. Downgrade 1 die to all tests for each inferno or frog • Shoot (not with Enemies in your area): Target swarm in the area. An Agent leaving an area with a visible Enemy in another area, then test an inferno suffers 2 fire damage. SHOOT . Downgrade 1 die for each other character in the target area or in the path of Minion Behaviour (p. 14) the shot. Target suffers damage equal to score Minions in the same area as an Agent make a melee minus Resilience. attack. Otherwise: • Examine (only with a clue in your area): Test • Brawler Minions move towards nearest area EXAMINE . Downgrade 1 die for each containing an Agent, then make a melee Enemy in your room and 1 die for each Enemy attack. in your area (cumulative). On 3-5, discard clue and advance Information Gathered. On • Ranged Minions make a ranged attack if there 6+, discard clue and advance Information is a visible target in range. If not they move Gathered twice. towards the nearest Agent, stopping if a visible Agent comes into range – if so they make a • Interact (not with Enemies in your area): ranged attack. Interact with a Point of Interest or special scenery piece in your area. • Cowardly Minions move as far as possible from any areas containing Agents. • Clear (not with Enemies in your area): Remove a frog swarm or inferno from your area. Test Dice Levels (p. 11) Free Actions (p. 18) WORST BEST • Trade (not possible when Enemies in your Yellow g Orange g Red g Black area): Give a starting card or requisition card with the icon to another Agent in your area. Effect Die (p. 11) • Explore (only when in an area with a door to Catastrophe Discard highest-scoring die. an unexplored room): Explore an adjacent Plus One Add one to the test score. room (see rules). Plus Two Add two to the test score. Rest Phase – Taking Time (p. 19) Re-roll Re-roll any number of test dice. Only if no Enemies on the board. X2 Double Double highest-scoring die. • Each Agent picks one rest action: B.P.R.D. Wild card – use as any other • Investigate: discard a clue counter on the effect die result (or spend for a board, advance Information Gathered special effect). twice. • Recuperate: Roll two red dice and heal damage equal to the score.

32